x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Mimicking simulation camera movement in game

I'm looking to implement a game that has the following camera specifications:

  1. One camera is attached to a Pawn.

  2. A separate camera, which you can toggle between with a specific key, mimics the behaviour of the camera in the simulator.

I was wondering if there was some sort of Simulator Camera Component I could add to the game that could mimic the behaviour without having to reprogram it from scratch with my own mouse/keyboard input, as it seems it would take a lot of work to replicate.

How would I implement this? Can anyone point me in the direction of tutorials or resources that demonstrate how to achieve this?

Additionally, I'm not sure how to add two cameras to a single game which you can toggle between, I suppose it'll be something like having two actors, one invisible, and simply setting the camera pose to one or the other when the keyboard input is received. But, if there are any resources on this, I would really appreciate hearing about them.

Thanks!

Product Version: UE 4.19
Tags:
more ▼

asked Jan 18 '19 at 11:14 PM in C++ Programming

avatar image

Michael Ala
1 1 1

avatar image Jacky Jan 18 '19 at 11:30 PM

There is Spectator Pawn if you haven't checked it yet. It floats with w,a,s,d by default but you can implement your own input with Add Movement Input function.

And Set View Target with Blend function lets you switch between two cameras(or actors; it uses the actors camera if there is one, otherwise places the camera at the root of the actor) You'll probably need to disable Auto Manage Active Camera in player controller BP if you choose to use spectator pawn and switch between two pawns with a smooth camera transition.

(comments are locked)
10|2000 characters needed characters left

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question